Author |
Message |
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
probably simple problem
Okay, so, I decided to update/revamp/improve my mods, and start making a few more, and In the process I found a problem I am not sure how to fix.
I made a TDE, That includes 25 MOSR Gibs. these gibs are supposed to be shrapnel, they weigh I think it was mass = 50 but anyway. I have all the gib offsets set up, so that they fit together like tiles. if anyone remembers my tradestar:conscripted, and the Pirate bomb, thats the one. All the gibs, tiled together, look exactly like the sprite of the bomb, this way it looks like it just burst into a bunch of pieces.
Here's the problem. The parts where only hitting terrain, and I realized they where HitsMos = 1 and Getshitmos = 0... I changed it to a 1, and voila, they hit actors and guns and stuff like they should. The problem is, only about 6 of them shoot off, and thats up at more than a 60 degree angle, and the rest of them clump together on the same 4x4 pixel space, even though they have offsets that make them barely touch eachother at all.
What I need is for them to not clump together, and all 25 gibs, fly off in different directions at random, that can collide with other objects, people, ships, guns etc, but not eachother. It was going everywhere the way it should have been, until I changed GetsHitMos. Is there a way to keep them getshitmos, AND keep the offsets, without them doing this.
the ini-file is included,
|
Mon Mar 08, 2010 9:01 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: probably simple problem
Pin?
|
Mon Mar 08, 2010 9:52 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: probably simple problem
Uh, what do you mean pin? it still explodes, that's not a problem. but never mind, I got it sort-of-working.
|
Mon Mar 08, 2010 9:57 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: probably simple problem
I meant pin (just add a PinStrength = line) it, but okay.
|
Mon Mar 08, 2010 10:53 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: probably simple problem
Geti wrote: I meant pin (just add a PinStrength = line) it, but okay. er..... I don't know of pinstrength, where does it go, and what does it do?
|
Mon Mar 08, 2010 11:59 am |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: probably simple problem
PinStrength makes objects unmovable, like brain cases.
Your problem is probably that your gibs don't have the MaxVelocity or MinVelocity defined in the gibs thing to launch them anywhere.
|
Mon Mar 08, 2010 12:35 pm |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: probably simple problem
My two cents: If needed, you can attach a script that "arms" the gibs by setting them to hit things after a short period of time. This is probably overkill.
|
Mon Mar 08, 2010 3:55 pm |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: probably simple problem
CaveCricket48 wrote: PinStrength makes objects unmovable, like brain cases.
Your problem is probably that your gibs don't have the MaxVelocity or MinVelocity defined in the gibs thing to launch them anywhere. my gibs include min/max velocity in the gibbing code, I got it working for the most part... THe problem was the gibs where hitting eachother, and gibbing themselves.
|
Mon Mar 08, 2010 11:05 pm |
|
|
lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
|
Re: probably simple problem
Miles_T3hR4t wrote: CaveCricket48 wrote: PinStrength makes objects unmovable, like brain cases.
Your problem is probably that your gibs don't have the MaxVelocity or MinVelocity defined in the gibs thing to launch them anywhere. my gibs include min/max velocity in the gibbing code, I got it working for the most part... THe problem was the gibs where hitting eachother, and gibbing themselves. set hitsmos back to zero. them attach a sexy timed lua script that changes hitsmos from zero to one after a set delay. then attach the script to the gibs.
|
Mon Mar 08, 2010 11:23 pm |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: probably simple problem
lafe wrote: set hitsmos back to zero. them attach a sexy timed lua script that changes hitsmos from zero to one after a set delay. then attach the script to the gibs. No need, with the addition of gibimpulselimit = 5000000, and spread = 360, enough of the gibs are spawning... actually i have to many gibs from when I added some, I need to tweak it now, but it's working. I'm testing it soon at 1 sim update per 2 ms @ 60 fps to make sure they are in the right places. i got it working, this thread can be locked or deleted now.
|
Mon Mar 08, 2010 11:30 pm |
|
|
lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
|
Re: probably simple problem
Miles_T3hR4t wrote: lafe wrote: set hitsmos back to zero. them attach a sexy timed lua script that changes hitsmos from zero to one after a set delay. then attach the script to the gibs. No need, with the addition of gibimpulselimit = 5000000, and spread = 360, enough of the gibs are spawning... actually i have to many gibs from when I added some, I need to tweak it now, but it's working. I'm testing it soon at 1 sim update per 2 ms @ 60 fps to make sure they are in the right places. i got it working, this thread can be locked or deleted now. good to hear.
|
Tue Mar 09, 2010 12:45 am |
|
|
|